Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Armor Class vs. Damage Reduction - Your preference
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Cleon" data-source="post: 6071432" data-attributes="member: 57383"><p>I quite like systems that use both - so an attack could miss (no damage), hit the AC (weapon damage minus armour DR) or slips through a gap in the armour (weapon damage ignores DR) depending on how good the relative rolls where.</p><p></p><p>Furthermore, I'd like their to be more of a roll for combatant's defensive skill. In regular AD&D a 1st level Dex 13 fighter in chain has an identical AC to a 21st level Dex 13 fighter in chain. Surely the high level fighter should have nigh godlike skills at parrying and dodging attacks? That's supposed to be (partially) covered by hit points, but the implementation of it sometimes doesn't gel very well with me. Why does it cost, say, 2d6 hit points to "dodge" a greatsword and only 1d6 to avoid a heavy staff? They are both more-or-less the same reach, speed and there's similarities in their weapon technique.</p><p></p><p>I handwave that away by viewing hit points as being some kind of chi "force field" that is literally absorbing the blows, since that seems the best fit I could come up with to the AD&D mechanics, but it doesn't have to be that way. It might work to have a "glancing blow" between a "miss" and an "AC hit" where the defendant spends a few hit points and parries/dodges the attack.</p><p></p><p>So the result of an attack might be something like this:</p><p></p><p>MISS (fails to beat Dex) => no damage</p><p>DEFENDED AGAINST (beats Dex, fails to beat Dex+Parry/Dodge) => reduced damage.</p><p>SOLID HIT (beats Dex+Parry/Dodge, fails to beat Dex+Parry/Dodge+Armour) => weapon damage minus DR.</p><p>PRECISION HIT (beats Dex+Parry/Dodge+Armour) => weapon damage.</p><p></p><p>However, I prefer a Parry/Dodge mechanism based on separate actions. e.g. you spend an opportunity attack to Parry a blow, or a move action to Dodge an attacker, and the success or otherwise is determined by some sort of contest (e.g. if you beat an opponent's attack roll with a parry roll you parry their assault and take no damage).</p><p></p><p>The problem is it's easy to make a system that's so complicated that it slows down play, and I'd want D&D combats to be quick and, preferably, simple. Or, if not simple at least intuitive enough to make decisions quickly.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6071432, member: 57383"] I quite like systems that use both - so an attack could miss (no damage), hit the AC (weapon damage minus armour DR) or slips through a gap in the armour (weapon damage ignores DR) depending on how good the relative rolls where. Furthermore, I'd like their to be more of a roll for combatant's defensive skill. In regular AD&D a 1st level Dex 13 fighter in chain has an identical AC to a 21st level Dex 13 fighter in chain. Surely the high level fighter should have nigh godlike skills at parrying and dodging attacks? That's supposed to be (partially) covered by hit points, but the implementation of it sometimes doesn't gel very well with me. Why does it cost, say, 2d6 hit points to "dodge" a greatsword and only 1d6 to avoid a heavy staff? They are both more-or-less the same reach, speed and there's similarities in their weapon technique. I handwave that away by viewing hit points as being some kind of chi "force field" that is literally absorbing the blows, since that seems the best fit I could come up with to the AD&D mechanics, but it doesn't have to be that way. It might work to have a "glancing blow" between a "miss" and an "AC hit" where the defendant spends a few hit points and parries/dodges the attack. So the result of an attack might be something like this: MISS (fails to beat Dex) => no damage DEFENDED AGAINST (beats Dex, fails to beat Dex+Parry/Dodge) => reduced damage. SOLID HIT (beats Dex+Parry/Dodge, fails to beat Dex+Parry/Dodge+Armour) => weapon damage minus DR. PRECISION HIT (beats Dex+Parry/Dodge+Armour) => weapon damage. However, I prefer a Parry/Dodge mechanism based on separate actions. e.g. you spend an opportunity attack to Parry a blow, or a move action to Dodge an attacker, and the success or otherwise is determined by some sort of contest (e.g. if you beat an opponent's attack roll with a parry roll you parry their assault and take no damage). The problem is it's easy to make a system that's so complicated that it slows down play, and I'd want D&D combats to be quick and, preferably, simple. Or, if not simple at least intuitive enough to make decisions quickly. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Armor Class vs. Damage Reduction - Your preference
Top